oh, the code is written wrong. I didn't look at it indepth because when I first ran it it made some color changing squares. Actually the pattern looks like invalid pointer access. Whoever wrote the demo is trying to make a texture from an offscreen context. This is fine and all, but 1)the texture is never updated and 2)he's trying to update it by changing it's context.

from this point on, your results vary depending on what kind of memory GL is trying to read from. in my case GL was trying to get some of the actual context, so I saw some pretty garbage in the intervening space. (I thought this was intended but it is not.)

on your geforce's you're probably getting blank texture memory. I doubt this demo has any real value at all.

Ok so obviously the previous example isn't going to work for me. So I tried Lesson #36 on NeHe (Radial Blur) which appears to have render-to-texture functionality. However, it STILL doesn't work. All I see is a plain twirly model spinning around, no blur...again this is on a geForce. Any ideas?

Quote:Originally posted by kelvin Whoever wrote the demo is trying to make a texture from an offscreen context. This is fine and all, but 1)the texture is never updated and 2)he's trying to update it by changing it's context.